uniform sampler2D tex0,tex1,tex2,tex3,tex4;

varying highp vec2		vTexCoord0;

void main()
{
	highp vec4 c1,a,c2,c3,c4;
	highp vec4 c;
	c1 = texture2D(tex0,vTexCoord0);
	a = texture2D(tex1,vTexCoord0);
	c2 = texture2D(tex2,vTexCoord0);
	c3 = texture2D(tex3,vTexCoord0);
	c4 = texture2D(tex4,vTexCoord0);
	c = mix(c1,c2,a.r);
	c = mix(c,c3,a.g);
	c = mix(c,c4,a.b);

	gl_FragColor = c;
}